Collection-level rarity policy. Every collection starts Uniform; switching to Tiered or Weighted needs explicit confirmation. Tiered and Weighted share a Setup / Layer Multipliers / Assignment workspace — Tiered assigns manually with non-binding guidance, Weighted assigns deterministically by score. Rarity locks at Live. Grouped by mode below: Uniform, then Tiered, then Weighted — each from first run through Live. The cross-cutting change-rarity confirmations are collected at the end.
Mode A
Uniform
The default. All tokens are equal rarity — no tiers, no rarity workspace. Draft/Review looks the same as launch; at Live it's locked read-only.
01Uniform · Draft / Review (default)The default — all tokens equal. Tiered and Weighted are offered as a switch; picking one opens a confirm.
Every collection starts Uniform — all tokens are treated as equal rarity. If you don't need rarity, there's nothing more to do.
Draft
Score visibility on tokens is controlled in Attributes → Token Score Visible, not here — visibility is independent of rarity mode.
Pick a rarity mode
You can change this any time before the collection goes Live. Switching resets rarity assignment data but leaves attribute schema and composition evidence intact. Type locks at Live
UniformCurrent
All tokens treated as equal rarity. No tiers, no border colours, no score-driven assignment.
TieredManual
Create custom tiers, name them, pick border colours. You assign each token manually with score-based suggestions.
WeightedAutomatic
Toko's official tier system. The system assigns tiers deterministically from token scores at your chosen ratio. Three tiers for everyone, with more unlockable later.
How scoring works on Uniform
Uniform doesn't rank tokens, so there's no Setup / Layer Multipliers / Assignment workspace. Here's how scoring behaves while you stay on Uniform:
Tokens can still carry an attribute score (configured in Attributes), and you can show or hide it. In Uniform that score is informational only — it doesn't drive rarity, because all tokens are treated as equal.
Generator layer weighting only affects rarity in Tiered or Weighted. A generator can still feed a Uniform collection, but its composition won't change any token's standing here — switch to Tiered or Weighted to introduce scarcity and unlock the scoring workspace.
02Uniform · Live (read-only)A collection that launched on Uniform. Every token is equal rarity; the model is locked at Live.
This collection launched on Uniform — every token is equal rarity. The model locked when it went Live.
Live
This collection is Live on Uniform. The rarity model is read-only and rarity-type changes are blocked, so what buyers bought into can't shift underneath them.
Locked at Live (read-only)
Rarity modelUniform
TiersNone — all tokens equal
AssignmentNot applicable
Max supply1,000
Tokens may still display an attribute score if score visibility was enabled before Live — but on Uniform that score is informational and doesn't rank tokens.
Mode B
Tiered
Custom tiers with manual assignment. Starts empty (no tiers), you define tiers and place tokens yourself with non-binding score guidance, then it locks at Live. No quotas — Tiered never auto-distributes.
03Tiered · Empty (no tiers yet)What Tiered looks like right after switching: it starts with no tiers. Create the first tier before any token can be assigned.
Manual assignment · add at least one tier to start assigning tokens.
Tiers
None yet
Create your rarity tiers — name each one and pick a border colour. Then assign tokens to tiers manually, with score-based suggestions to guide you. There are no quotas in Tiered — score guides you but never moves a token.
No tiers yet
Add at least one tier before you can assign tokens. Name them whatever suits your collection — most use 3–5 (e.g. Captain, Major, Colonel, General).
The collection can't go to Review with Tiered rarity until at least one tier exists and every token has a tier assigned.
04Tiered · Assignment — no tiers yetOpening Assignment before any tier exists shows the same guard as Setup — there's nowhere to place tokens until at least one tier is defined.
Manual assignment · add at least one tier to start assigning tokens.
Token assignment
None yet
Assign each token to one of your tiers. There are no tiers to assign into yet — create at least one on Setup first.
No tiers yet
Add at least one tier before you can assign tokens. Name them whatever suits your collection — most use 3–5 (e.g. Captain, Major, Colonel, General).
The collection can't go to Review with Tiered rarity until at least one tier exists and every token has a tier assigned.
05Tiered · Setup (Draft / Review)Define the tiers. Summary header with Change Rarity, then the Setup / Layer Multipliers / Assignment workspace. Tiers are editable and deletable until Live.
Manual assignment · Suggested Tier and Score Rank shown as non-binding guidance.
Tiers
Manual assignment
Create your tiers, name them and pick a colour. In Tiered you place tokens into tiers yourself on the Assignment tab — there are no quotas or auto-distribution. Score can guide you, but it never moves a token.
General0 assigned
Colonel0 assigned
Major0 assigned
Captain0 assigned
06Tiered · Layer Multipliers (Draft / Review)Collection-wide multipliers that scale a generated token's attribute score by the layers it was built from. Independent of tiers — available whether or not any tiers exist. Editable until Live.
Manual assignment · layer multipliers scale each generated token's attribute score before ranking.
Layer multipliers
Generated tokens · collection-wide
Scale a token's attribute score by the generator layers it was built from: final score = attribute score × layer multiplier. Each multiplier below applies to every generated token that includes that layer. Manually-created tokens (no generator composition) always use ×1.0.
Background
Body
Outfit
AccessoryUnsaved
Hat
Multipliers are collection-wide and feed the Final Score shown as guidance on Assignment. Layer/part selection weighting (how often a part appears in outputs) lives in the Generator and is unrelated — this only scales scoring.
Changing a multiplier marks every affected token's score stale; refresh to recompute. Multipliers are read-only once the collection is Live.
07Tiered · Layer Multipliers — no generator linkedWith no linked Toko generator there are no layers to weight, so the tab is unavailable. Tokens use ×1.0, so Final Score = attribute score. Optional — nothing to do here if you're not using a generator.
Manual assignment · layer multipliers need a linked Toko generator.
No generator is linked to this collection, so there are no layers to weight — Layer Multipliers isn't available. Every token uses a ×1.0 multiplier, so Final Score = attribute score.
Layer multipliers
Unavailable
No generator linked
Layer multipliers scale a token's attribute score by the generator layers it was built from. This collection isn't using a Toko generator, so there's nothing to configure here — every token keeps a ×1.0 multiplier.
08Tiered · Assignment — no tokens yetTiers are defined but the collection has no token definitions, so there's nothing to assign. Add tokens before manual assignment can begin.
Tiers are ready. Add token definitions, then place each one into a tier yourself — Tiered never auto-assigns.
Token assignment
No tokens
Assign each token to one of your tiers. This collection doesn't have any token definitions yet, so there's nothing to assign.
No tokens to assign
Add token definitions in Tokens (or export them from a generator). Once tokens exist they'll appear here, ranked by Final Score, ready for you to place into tiers.
The collection can't go to Review with Tiered rarity until tokens exist and every token has a tier assigned.
09Tiered · Assignment — first load (none assigned)How the Assignment tab looks the first time you open it: tokens and tiers exist, but nothing is placed. Every token reads Unassigned until you set it.
Manual assignment · 0 of 312 assigned. Nothing is placed yet — set each token's tier.
Your tiers are ready — now place each token. Nothing is assigned yet, so every token reads Unassigned. There's no suggested tier; Final Score and Score Rank (within this token type) are guidance only. Click any row for the score breakdown.
The collection can't move to Review until every token has a tier — 0 of 312 assigned so far.
Token typeScore Rank is within Character · 312 tokens
Token
Final score
Score rank
Assigned tier
Fox #018
192
#2 / 312
Fox #244
148
#14 / 312
Fox #501
96
#58 / 312
Fox #777
41
#201 / 312
Showing 1–25 of 312 · Character
10Tiered · Assignment — in progress (Draft / Review)Manual tier per token, partway through. Final Score and Score Rank are guidance only — no suggested tier. Click a row for the score breakdown. Paginated.
Tiered never auto-assigns — the Tier you pick is what sticks. There's no suggested tier, because the right tier depends on criteria only you know. Score Rank is always within a single token type (not the whole collection), since scores aren't comparable across types — use the filter to switch type. Click any row to see how a token's Final Score was calculated.
Token typeScore Rank is within Character · 312 tokens
Token
Final score
Score rank
Assigned tier
Fox #018
192
#2 / 312
Fox #244
148
#14 / 312
Fox #501
96
#58 / 312
Fox #777
41
#201 / 312
Showing 1–25 of 312 · Character
11Tiered · Live — populated (read-only)A collection launched on Tiered: locked summary plus the full per-token table, read-only and paginated. Click a row for the score breakdown.
This collection is Live on Tiered. Tier definitions and assignments are read-only and rarity-type changes are blocked, so the scarcity buyers bought into can't shift underneath them.
Locked at Live (read-only)
Rarity modelTiered
TiersGeneral · Colonel · Major · Captain
Distribution (as assigned)61 / 174 / 285 / 480
AssignmentManual (score as guidance)
Max supply1,000
Tiered distribution reflects the tiers you placed tokens into by hand — there was no quota, so the per-tier counts are simply how you assigned them.
Tokens by tier
Locked · read-only
Every token and the tier it launched in. Read-only at Live. Score Rank is within a single token type — switch type below. Click a row to see how a token's Final Score was calculated.
Token typeScore Rank is within Character · 312 tokens
Token
Final score
Score rank
Tier
Diver #0007
204
#1 / 312
General
Diver #0142
151
#11 / 312
Colonel
Diver #0388
88
#74 / 312
Major
Diver #0911
37
#221 / 312
Captain
Showing 1–25 of 312 · Character
Mode C
Weighted
Toko's deterministic tier system. Uses fixed official tiers — everyone gets Common, Uncommon, Rare; Epic and Legendary are unlockable later (paid purchase or a free milestone). The moment you switch, defaults apply — Max Supply 1,000, ratio 3, accelerator 1.0 — so quotas are populated immediately; tokens then fill tiers by Final Score and it locks at Live. No setup gate.
12Weighted · Just switched (default)Right after choosing Weighted: three official tiers with the default Max Supply (1,000), ratio 3 and accelerator 1.0 — quotas are populated immediately, nothing to set up first.
Deterministic by score · default Max Supply 1,000 · ratio 3 / accelerator 1.0.
Weighted divides Max Supply across tiers by weight. Max Supply defaults to 1,000 (change it in Supply), so quotas compute the moment you switch — there's no setup gate.
Everyone has access to three rarity tiers — Common, Uncommon and Rare. Additional rarity levels (Epic, Legendary) can be unlocked at a later date — see Rarity upgrade requirements.
Tier distribution
Toko official tiers · 3
Weighted uses Toko's official tiers — currently Common, Uncommon, Rare — you don't create, rename or recolour them. Defaults load on switch (ratio 3, accelerator 1.0); fine-tune any time. Per-tier quotas are computed from Max Supply (1,000), and tokens fill the rarest tier first by Final Score.
Flatter · 2×Steeper · 8×
How much scarcer each rarer tier is than the tier below it. At 3×, each tier holds a third of the one below.
None · 1.0Sharp top · 2.0
Bends the curve toward the rarest tiers — 1.0 is a pure geometric split from the ratio alone.
Rare7.69%quota · 77 tokens
Uncommon23.08%quota · 231 tokens
Common69.23%quota · 692 tokens
Total100% · 1,000 tokens
13Weighted · Setup — full 5-tier setThe expanded five-tier set (adds Epic and Legendary above Rare). Same defaults — ratio 3, accelerator 1.0 over Max Supply 1,000 — shown once Epic and Legendary are unlocked, down to ~8 Legendary.
Deterministic by score · ratio 3 / accelerator 1.0 over Max Supply 1,000.
The full set adds Epic and Legendary above Rare. The same defaults apply (ratio 3, accelerator 1.0); raw tier weights are 81 : 27 : 9 : 3 : 1 (Common→Legendary), so at 1,000 supply every tier is populated. Epic and Legendary are unlockable add-ons — via a paid purchase or a free milestone (e.g. fully claiming a launched collection); requirements are still being finalised (see Rarity upgrade requirements).
Tier distribution
Toko official tiers · 5 (Epic + Legendary unlocked)
The five-tier set — Common, Uncommon, Rare, Epic, Legendary — fixed names and colours. Shape scarcity with the ratio and accelerator below; per-tier quotas are computed deterministically from Max Supply (1,000), and tokens fill the rarest tier first by Final Score.
Flatter · 2×Steeper · 8×
How much scarcer each rarer tier is than the tier below it.
None · 1.0Sharp top · 2.0
Bends the curve toward the rarest tiers — 1.0 is a pure geometric split from the ratio alone.
LegendaryUnlocked0.83%quota · 8 tokens
EpicUnlocked2.48%quota · 25 tokens
Rare7.44%quota · 74 tokens
Uncommon22.31%quota · 223 tokens
Common66.94%quota · 670 tokens
Total100% · 1,000 tokens
14Weighted · Layer Multipliers (Draft / Review)The same collection-wide layer multipliers as Tiered. On Weighted they scale each generated token's attribute score — the deterministic input that places it into a tier. Editable until Live.
Deterministic by score · layer multipliers scale the Final Score used to place each token.
Layer multipliers
Generated tokens · collection-wide
Scale a token's attribute score by the generator layers it was built from: final score = attribute score × layer multiplier. On Weighted the Final Score is the deterministic input that places each token into a tier, so these multipliers directly affect tier placement. Manually-created tokens (no generator composition) always use ×1.0.
Background
Body
Outfit
AccessoryUnsaved
Hat
Multipliers are collection-wide. Layer/part selection weighting (how often a part appears in outputs) lives in the Generator and is unrelated — this only scales scoring.
Changing a multiplier marks every affected token's score stale; rebalance to recompute placements. Multipliers are read-only once the collection is Live.
15Weighted · Layer Multipliers — no generator (tokens exist)No linked generator means no layers to weight, so the tab is unavailable. This collection has tokens but no generator, so they're placed into tiers by attribute score alone (×1.0). For the empty baseline — no generator and no tokens — see frame 18.
Deterministic by score · tokens scored on attributes alone · layer multipliers need a linked Toko generator.
No generator is linked to this collection, so there are no layers to weight — Layer Multipliers isn't available. Every token uses a ×1.0 multiplier, so tokens are placed into tiers by attribute score alone.
Layer multipliers
Unavailable
No generator linked
Layer multipliers scale a token's attribute score by the generator layers it was built from. This collection isn't using a Toko generator, so there's nothing to configure here — every token keeps a ×1.0 multiplier.
16Weighted · Setup — no tokens yetSetup works without tokens — quotas are projected from Max Supply. The same no-tokens warning shows here as on Assignment: you can't reach Review until tokens exist and are placed.
Deterministic by score · quotas projected from Max Supply 1,000 · ratio 3 / accelerator 1.0.
No token definitions yet. Quotas below are projected from Max Supply (1,000) and fill once tokens exist. The collection can't go to Review with Weighted rarity until tokens exist and every token has been placed in a tier.
Tier distribution
Toko official tiers · 3
Shape scarcity with the ratio and accelerator; per-tier quotas are computed from Max Supply (1,000). These are projected until tokens exist and are ranked by Final Score.
Flatter · 2×Steeper · 8×
How much scarcer each rarer tier is than the tier below it.
None · 1.0Sharp top · 2.0
Bends the curve toward the rarest tiers — 1.0 is a pure geometric split.
Rare7.69%projected · 77
Uncommon23.08%projected · 231
Common69.23%projected · 692
Total100% · 1,000 projected
17Weighted · Layer Multipliers — generator linked, tokens deletedEdge case: a generator is linked (so the layers and saved multipliers are intact), but all imported tokens were deleted — there's nothing to score right now. Re-import to resume.
Generator linked · all imported tokens were deleted — multipliers stay, but there's nothing to score.
A generator is linked, so your layers and saved multipliers are intact — but all imported tokens have been deleted, so there's nothing to score right now. Re-import or add tokens. The collection can't go to Review with Weighted rarity until tokens exist and every token has been placed in a tier.
Layer multipliers
Generated tokens · collection-wide
These multipliers are saved against the linked generator's layers: final score = attribute score × layer multiplier. They'll apply again as soon as tokens are re-imported. Manually-created tokens (no generator composition) always use ×1.0.
Background
Body
Outfit
Accessory
Hat
Multipliers are collection-wide. Layer/part selection weighting (how often a part appears in outputs) lives in the Generator and is unrelated — this only scales scoring.
18Weighted · Layer Multipliers — no generator and no tokensThe most common baseline: no linked generator and no tokens, so there's no data to pull from at all. Nothing to configure — link a generator and add tokens to use multipliers.
Deterministic by score · no generator and no tokens yet — nothing to weight.
No generator is linked and there are no tokens, so the Layer Multipliers tab has no data to pull from at all. Any tokens you add later score on attributes alone at ×1.0 unless you link a generator. You can't go to Review with Weighted rarity until tokens exist and every token has been placed in a tier.
Layer multipliers
No data
Nothing to weight yet
Layer multipliers come from a generator's layers and apply to tokens — this collection has neither. Tokens score on attributes alone (×1.0) until you link a generator.
19Weighted · Assignment — no tokens yetWeights are defined, but the collection has no token definitions, so there's nothing to rank or place. Add tokens before assignment can run.
Tier weights are set. Tokens are ranked and placed automatically by Final Score once they exist — there's nothing to assign yet.
Token assignment
No tokens
Weighted ranks every token by Final Score and fills each tier's quota top-down. It needs token definitions to do that — this collection doesn't have any yet.
No tokens to assign
Add token definitions in Tokens (or export them from a generator). Once tokens exist they're ranked and placed into tiers automatically — no manual step required.
The collection can't go to Review with Weighted rarity until tokens exist and every token has been placed in a tier.
20Weighted · Assignment — with tokens (Draft / Review)Deterministic tiers by score, an explicit Rebalance action, the stale-score gate before Live, and a per-row override (pencil); overridden tiers are flagged with a warning triangle — see 21. Click a row for the breakdown.
System-assigned tiers by Final Score. Manual tweaks are allowed after assignment; redistribution only happens on an explicit rebalance.
1,000 / 1,000 tokens placed deterministically · last rebalanced 2 days ago.
12 tokens have a stale score. Review → Live is blocked while any score is stale or a recompute is in progress. Rebalance to refresh assignments.
Manual override: use the pencil on any row to fix a token to a specific tier. Overridden tiers are flagged with a and keep their tier through a rebalance; other tokens shift to preserve each tier's quota. Undo an override to hand the token back to automatic placement. Rank is always within a single token type (not the whole collection) — switch type with the filter. Click any row to see how its Final Score was calculated.
Token typeRank & tier quotas are within Character · 312 tokens
Token
Final score
Rank
Assigned tier
Score
Override
Fox #018
192
#2 / 312
Rare
Fresh
Fox #244
120
#40 / 312
Rare
Fresh
Fox #319
96
#58 / 312
Uncommon
Stale
Fox #777
41
#198 / 312
Common
Fresh
Showing 1–25 of 312 · Character
21Weighted · Per-token overrideOpened from the pencil on an assignment row. It's a modal because overriding is deliberate — it fixes the token to a tier and excludes it from rebalance until undone.
Override tier · Fox #244
Fox #244
Final score 120 · rank #40 / 312
System tier (deterministic)Uncommon
An override fixes this token to your chosen tier and flags it with a warning triangle. It won't move when you rebalance, and other tokens may shift to keep each tier's quota. You can undo the override any time to hand it back to automatic placement.
Undo override · Fox #244
Fox #244
Overridden to Rare · system tier Uncommon
This token is overridden to Rare. Undoing the override hands it back to automatic placement — on the next rebalance it returns to the tier its Final Score earns (Uncommon).
Undoing doesn't move the token straight away — it just stops excluding it from rebalance. Rebalance to apply.
22Weighted · Live (read-only)Rarity config is read-only at Live; rarity-type changes are blocked.
The rarity model and tier distribution buyers see — locked when the collection went Live.
Live
This collection is Live. The rarity model is read-only and rarity-type changes are blocked, so the scarcity buyers bought into can't shift underneath them.
Locked at Live (read-only)
Rarity modelWeighted
TiersRare · Uncommon · Common
Distribution77 / 231 / 692
AssignmentDeterministic by Final Score · ratio 3 · accelerator 1.0
Max supply1,000
23Layer Multipliers · Live — generator linked (read-only)The Layer Multipliers tab on a Live collection that launched with a linked generator: the multipliers it launched with, locked read-only. Same for Tiered & Weighted.
This collection is Live, so the rarity workspace is read-only. These are the layer multipliers it launched with — they can't change, so the scores buyers bought into stay fixed.
Layer multipliers · launched values (read-only)
Background×1.0
Body×1.0
Outfit×1.0
Accessory×1.5
Hat×2.0
24Layer Multipliers · Live — no generator (read-only)The Layer Multipliers tab on a Live collection that launched without a linked generator: multipliers were never available, every token scored at ×1.0. Same for Tiered & Weighted.
This collection is Live and launched without a linked generator, so layer multipliers were never used — every token scored at ×1.0 (Final Score = attribute score). Read-only.
Layer multipliers · locked at Live (read-only)
GeneratorNone linked
Layer multipliersNot used — all tokens ×1.0
Reference
Modals
Modal dialogs used across the rarity flow: edit / delete a Tiered tier, the per-token score breakdown (Tiered & Weighted), and the change-rarity confirmations.
25Tiered · Edit & delete tier modalsOpened from the pencil / trash on a Tiered Setup row. Edit changes the tier's name and colour; delete confirms removal (and is blocked when the tier still has tokens assigned).
Edit tier
Pick any colour — Tiered tiers are fully custom. Avoid reusing the reserved Weighted palette.
ColonelPreview
Delete tier "Major"?
This removes the Major tier. Tiers are part of your rarity setup, so removing one can't be undone here.
58 tokens are currently assigned to Major. Deleting it returns them to Unassigned; you'll need to place them in another tier before the collection can move to Review.
Can't delete "Captain"
A Tiered collection needs at least one tier, and Captain is the last one. Add another tier before deleting this one.
This guard only appears for the final remaining tier. With two or more tiers, delete uses the confirm on the left.
26Score breakdown (Tiered & Weighted)Opened by clicking any token row in either assignment table. Shows how the token's Final Score was built — attribute values, attribute total, and any layer multiplier.
Score breakdown · Fox #018
How this token's Final Score was calculated — the mapped attribute values, the attribute total, and any layer multiplier. Helps explain why a token ranks where it does.
Strength (mapped to 30)30
Speed (mapped to 50)50
Agility (mapped to 16)16
Attribute score (Add values)96
Layer multiplier (Hats 200%)2.00
Final score192
Assigned tierRare
Score method and attribute value mappings come from Attributes. On Tiered this is guidance; on Weighted it's the input that places the token deterministically.
27Change-rarity confirmationsSwitching resets rarity assignment data but keeps attributes, token-type assignment, composition evidence and score mappings. From Uniform uses "Change Rarity"; from Tiered/Weighted uses "Update Rarity".
From Uniform
Switch to Tiered rarity?
Tiered uses custom tiers with manual assignment — create and name tiers, pick border colours, then assign each token yourself with score-based suggestions as guidance. Nothing is auto-assigned.
Uniform has no saved rarity assignment, so nothing is reset. Attributes, token-type assignment, composition evidence and score mappings are kept.
Switch to Weighted rarity?
Weighted assigns tiers deterministically from token scores at your chosen ratio. It uses a Max Supply to compute tier quotas — this defaults to 1,000 and can be changed in Supply.
You get three rarity tiers — Common, Uncommon, Rare; Epic and Legendary can be unlocked later. Attributes, evidence and score mappings are kept.
From Tiered
Switch Tiered → Uniform?
Uniform treats every token as equal rarity. Your tier definitions and manual assignments will be cleared.
Resets saved rarity assignment. Composition evidence, attributes and score mappings are kept.
Switch Tiered → Weighted?
Weighted assigns tiers deterministically from scores. Your manual tier assignments will be cleared and re-derived on the next assignment / rebalance.
Resets saved tier assignments. Rebalance to assign. Max Supply defaults to 1,000.
From Weighted
Switch Weighted → Uniform?
Uniform treats every token as equal rarity. Weighted's deterministic assignments and weights will be cleared, and Max Supply is no longer used by rarity.
Resets saved rarity assignment. Attributes, evidence and score mappings are kept.
Switch Weighted → Tiered?
Tiered uses manual assignment with score suggestions. Weighted's deterministic assignments will be cleared and you'll assign tiers yourself. Max Supply is no longer used by rarity.
Resets saved tier assignments. Tier definitions (names, colours) carry over where they exist.